Information
- Publication Type: Bachelor Thesis
- Workgroup(s)/Project(s): not specified
- Date: May 2024
- Date (Start): January 2024
- Date (End): May 2024
- Matrikelnummer: 11808244
- First Supervisor: Eduard Gröller
Abstract
Interactive visualization is important for many workflows. Especially so in the context of 3D geo-informations systems, where large quantities of data have to be processed and presented to the user at interactive speeds for productivity and orientation in the geo-spatial context. In heavily forested countries like Austria enormous amounts of geometry have to be drawn when visualizing forests. Naïve rendering approaches fail, even when using heavily simplified geometry for the individual trees. The region in which details are necessary is small and changes frequently. A major part of the scene is far away and needs little detail. These constraints are what this thesis attempts to find a solution for. Thus each tree is represented by a billboard, if not close to the camera. To decrease the computational complexity of selecting the appropriate level of detail for all trees, they are grouped into batches, for which frustum culling and level of detail selection happens. This new approach is implemented, qualitatively evaluated, and compared with existing alternative approaches. Comparison of the approaches on a stress test scene shows that our new approach can be between 1.7 and 6 times faster than the approaches tested against depending on the scenario, while barely reducing visual quality.Additional Files and Images
Weblinks
No further information available.BibTeX
@bachelorsthesis{eichner-2024-erv, title = "Effizientes Rendern von W\"{a}ldern mittels Gruppierter Detailgrade in 3D-Geoinformationssystemen", author = "Anand Eichner", year = "2024", abstract = "Interactive visualization is important for many workflows. Especially so in the context of 3D geo-informations systems, where large quantities of data have to be processed and presented to the user at interactive speeds for productivity and orientation in the geo-spatial context. In heavily forested countries like Austria enormous amounts of geometry have to be drawn when visualizing forests. Naïve rendering approaches fail, even when using heavily simplified geometry for the individual trees. The region in which details are necessary is small and changes frequently. A major part of the scene is far away and needs little detail. These constraints are what this thesis attempts to find a solution for. Thus each tree is represented by a billboard, if not close to the camera. To decrease the computational complexity of selecting the appropriate level of detail for all trees, they are grouped into batches, for which frustum culling and level of detail selection happens. This new approach is implemented, qualitatively evaluated, and compared with existing alternative approaches. Comparison of the approaches on a stress test scene shows that our new approach can be between 1.7 and 6 times faster than the approaches tested against depending on the scenario, while barely reducing visual quality.", month = may, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", URL = "https://www.cg.tuwien.ac.at/research/publications/2024/eichner-2024-erv/", }